Video games and kahoot! As cognitive gamifiers in compulsory social isolation

Detalhes bibliográficos
Autor(a) principal: Holguin-Alvarez, Jhon
Data de Publicação: 2020
Outros Autores: Taxa, Fernanda, Tortora, Evandro [UNESP], Alanya-Beltran, Joel, Panduro-Ramírez, Jeidy, Soto-Hidalgo, Cinthya
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Institucional da UNESP
Texto Completo: http://dx.doi.org/10.30534/ijatcse/2020/245952020
http://hdl.handle.net/11449/221585
Resumo: Current educational gamifiers are based on the application of semi-formal and non-formal platforms to lead to more flexible learning in the current pandemic context. Given this, we propose the objective of investigating teaching and stimulating the learning of mathematical competencies in two Latin American contexts. We included in the first study 142 professors from the São Paulo Government of Brazil to study the use of the game through an evaluation by Kahoot! In another phase, we included 257 Basic Education teachers and 1,456 students from Peru to develop an experiment with non-serious video games. The conclusions allow us to argue that a large part of the teachers accept the Kahoot! Platform as an evaluating and gamifying means with equal effects to the use of traditional games in current education. Similarly, video games develop numerical thinking and mathematical reasoning in students who receive a virtual education in pandemic contexts. The contributions of the study also invite to introduce gamifiers as attitudinal increasing elements of complex learning in the classroom.
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spelling Video games and kahoot! As cognitive gamifiers in compulsory social isolationEducational PlatformsGamificationKahoot!Mathematical ThinkingSocial IsolationVideogamesVirtual LearningCurrent educational gamifiers are based on the application of semi-formal and non-formal platforms to lead to more flexible learning in the current pandemic context. Given this, we propose the objective of investigating teaching and stimulating the learning of mathematical competencies in two Latin American contexts. We included in the first study 142 professors from the São Paulo Government of Brazil to study the use of the game through an evaluation by Kahoot! In another phase, we included 257 Basic Education teachers and 1,456 students from Peru to develop an experiment with non-serious video games. The conclusions allow us to argue that a large part of the teachers accept the Kahoot! Platform as an evaluating and gamifying means with equal effects to the use of traditional games in current education. Similarly, video games develop numerical thinking and mathematical reasoning in students who receive a virtual education in pandemic contexts. The contributions of the study also invite to introduce gamifiers as attitudinal increasing elements of complex learning in the classroom.Universidad César VallejoPontifica Universidade Catolica de CampinasUniversidade do Estadual Paulista Júlio de Mesquita FilhoUniversidad Tecnológica del PerúUniversidad Nacional Mayor de San MarcosUniversidade do Estadual Paulista Júlio de Mesquita FilhoUniversidad César VallejoPontifica Universidade Catolica de CampinasUniversidade Estadual Paulista (UNESP)Universidad Tecnológica del PerúUniversidad Nacional Mayor de San MarcosHolguin-Alvarez, JhonTaxa, FernandaTortora, Evandro [UNESP]Alanya-Beltran, JoelPanduro-Ramírez, JeidySoto-Hidalgo, Cinthya2022-04-28T19:29:27Z2022-04-28T19:29:27Z2020-09-01info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/article8615-8620http://dx.doi.org/10.30534/ijatcse/2020/245952020International Journal of Advanced Trends in Computer Science and Engineering, v. 9, n. 5, p. 8615-8620, 2020.2278-3091http://hdl.handle.net/11449/22158510.30534/ijatcse/2020/2459520202-s2.0-85092623385Scopusreponame:Repositório Institucional da UNESPinstname:Universidade Estadual Paulista (UNESP)instacron:UNESPengInternational Journal of Advanced Trends in Computer Science and Engineeringinfo:eu-repo/semantics/openAccess2022-04-28T19:29:27Zoai:repositorio.unesp.br:11449/221585Repositório InstitucionalPUBhttp://repositorio.unesp.br/oai/requestopendoar:29462024-08-05T14:07:46.552778Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)false
dc.title.none.fl_str_mv Video games and kahoot! As cognitive gamifiers in compulsory social isolation
title Video games and kahoot! As cognitive gamifiers in compulsory social isolation
spellingShingle Video games and kahoot! As cognitive gamifiers in compulsory social isolation
Holguin-Alvarez, Jhon
Educational Platforms
Gamification
Kahoot!
Mathematical Thinking
Social Isolation
Videogames
Virtual Learning
title_short Video games and kahoot! As cognitive gamifiers in compulsory social isolation
title_full Video games and kahoot! As cognitive gamifiers in compulsory social isolation
title_fullStr Video games and kahoot! As cognitive gamifiers in compulsory social isolation
title_full_unstemmed Video games and kahoot! As cognitive gamifiers in compulsory social isolation
title_sort Video games and kahoot! As cognitive gamifiers in compulsory social isolation
author Holguin-Alvarez, Jhon
author_facet Holguin-Alvarez, Jhon
Taxa, Fernanda
Tortora, Evandro [UNESP]
Alanya-Beltran, Joel
Panduro-Ramírez, Jeidy
Soto-Hidalgo, Cinthya
author_role author
author2 Taxa, Fernanda
Tortora, Evandro [UNESP]
Alanya-Beltran, Joel
Panduro-Ramírez, Jeidy
Soto-Hidalgo, Cinthya
author2_role author
author
author
author
author
dc.contributor.none.fl_str_mv Universidad César Vallejo
Pontifica Universidade Catolica de Campinas
Universidade Estadual Paulista (UNESP)
Universidad Tecnológica del Perú
Universidad Nacional Mayor de San Marcos
dc.contributor.author.fl_str_mv Holguin-Alvarez, Jhon
Taxa, Fernanda
Tortora, Evandro [UNESP]
Alanya-Beltran, Joel
Panduro-Ramírez, Jeidy
Soto-Hidalgo, Cinthya
dc.subject.por.fl_str_mv Educational Platforms
Gamification
Kahoot!
Mathematical Thinking
Social Isolation
Videogames
Virtual Learning
topic Educational Platforms
Gamification
Kahoot!
Mathematical Thinking
Social Isolation
Videogames
Virtual Learning
description Current educational gamifiers are based on the application of semi-formal and non-formal platforms to lead to more flexible learning in the current pandemic context. Given this, we propose the objective of investigating teaching and stimulating the learning of mathematical competencies in two Latin American contexts. We included in the first study 142 professors from the São Paulo Government of Brazil to study the use of the game through an evaluation by Kahoot! In another phase, we included 257 Basic Education teachers and 1,456 students from Peru to develop an experiment with non-serious video games. The conclusions allow us to argue that a large part of the teachers accept the Kahoot! Platform as an evaluating and gamifying means with equal effects to the use of traditional games in current education. Similarly, video games develop numerical thinking and mathematical reasoning in students who receive a virtual education in pandemic contexts. The contributions of the study also invite to introduce gamifiers as attitudinal increasing elements of complex learning in the classroom.
publishDate 2020
dc.date.none.fl_str_mv 2020-09-01
2022-04-28T19:29:27Z
2022-04-28T19:29:27Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://dx.doi.org/10.30534/ijatcse/2020/245952020
International Journal of Advanced Trends in Computer Science and Engineering, v. 9, n. 5, p. 8615-8620, 2020.
2278-3091
http://hdl.handle.net/11449/221585
10.30534/ijatcse/2020/245952020
2-s2.0-85092623385
url http://dx.doi.org/10.30534/ijatcse/2020/245952020
http://hdl.handle.net/11449/221585
identifier_str_mv International Journal of Advanced Trends in Computer Science and Engineering, v. 9, n. 5, p. 8615-8620, 2020.
2278-3091
10.30534/ijatcse/2020/245952020
2-s2.0-85092623385
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv International Journal of Advanced Trends in Computer Science and Engineering
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv 8615-8620
dc.source.none.fl_str_mv Scopus
reponame:Repositório Institucional da UNESP
instname:Universidade Estadual Paulista (UNESP)
instacron:UNESP
instname_str Universidade Estadual Paulista (UNESP)
instacron_str UNESP
institution UNESP
reponame_str Repositório Institucional da UNESP
collection Repositório Institucional da UNESP
repository.name.fl_str_mv Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)
repository.mail.fl_str_mv
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